examples

76 interactive examples

hover example to preview

1

Snake 3D

audio
2

Creating Yoyo Animation

3

Creating Wooden Planks Animation

4

Creating Windstorm Animation

5

Creating Windmill Animation

6

Creating Whale Animation

7

Creating Waterfall Animation

8

Creating Volcano Animation

9

Creating Vaporwave Animation

10

Creating Tree Animation

11

Creating Tornado Animation

12

Creating Sun Animation

13

Creating Stone Wall Animation

14

Creating Spring Animation

15

Creating Spider Animation

16

Creating Spaceship Animation

17

Creating Solar System Educational Animation

18

Creating Solar System Animation

19

Creating Snowglobe Animation

20

Creating Snake Animation

21

Creating Sailboat Animation

22

Creating Robot Animation

23

Creating River Rapids Animation

24

Creating Rainbow Animation

25

Creating Prism Animation

26

Creating Pinwheel Animation

27

Creating Pine Tree Animation

28

Creating Phoenix Animation

29

Creating Pendulum Animation

30

Creating Octopus Animation

31

Creating Mushroom Animation

32

Creating Metronome Animation

33

Creating Meteor Animation

34

Creating Metal Plates Animation

35

Creating Lissajous Animation

36

Creating Lightning Animation

37

Creating Lighthouse Animation

38

Creating Lava Lamp Animation

39

Creating Lantern Animation

40

Creating Kite Animation

41

Creating Kaleidoscope Animation

42

Creating Jellyfish Animation

43

Creating Inner Planets Orbit Animation

44

Creating Hourglass Animation

45

Creating Hive Animation

46

Creating Grass Animation

47

Creating Geyser Animation

48

Creating Gear Animation

49

Creating Fountain Animation

50

Creating Flower Animation

51

Creating Fish Animation

52

Creating Fireworks Animation

53

Creating Fern Animation

54

Creating Earth Orbit Animation

55

Creating Dragon Animation

56

Creating Disco Ball Animation

57

Creating Demon Animation

58

Creating Crystallization Animation

59

Creating Crystal Animation

60

Creating Cosmic Formation Animation

61

Creating Coral Reef Animation

62

Creating Compass Animation

63

Creating Cloud Animation

64

Creating Clock Animation

65

Creating Castle Animation

66

Creating Carousel Animation

67

Creating Candle Animation

68

Creating Campfire Animation

69

Creating Cactus Animation

70

Creating Butterfly Animation

71

Creating Bush Animation

72

Creating Brick Wall Animation

73

Creating Blackhole Animation

74

Creating Beehive Animation

75

Creating Aurora Animation

76

🎈 Floating Balloons

hover for preview

Creating Mushroom Animation

published on 8/21/2025
interactive example

3D Voxel Mushroom Animation Tutorial

This guide walks you through how to generate a looping 3D voxel animation of mushrooms using SpatialStudio. The script creates a magical mushroom grove with caps that glow, stems that sway gently, and spores floating in the air, all inside a cubic 3D space, then saves the animation to a .splv file.


What this script does

  • Creates a 3D scene of size 128×128×128

  • Spawns 6 mushrooms of varying sizes, each with:

    • A textured cap with natural color variations
    • A sturdy stem that sways subtly in the breeze
    • Glowing spots and highlights for a magical effect
  • Adds floating spores that drift through the air

  • Animates the grove for 8 seconds at 30 FPS with gentle swaying motion

  • Outputs the file mushroom.splv that you can play in your viewer


How it works (simplified)

  1. Voxel volume Each frame is a 3D grid filled with RGBA values (SIZE × SIZE × SIZE × 4).

  2. Mushroom cap Caps are drawn as flattened spheres with realistic color gradients and spotted patterns.

  3. Mushroom stem Each mushroom gets a cylindrical stem that gently sways with wind-like motion.

  4. Glow effects Bright spots are added to mushroom caps to create a bioluminescent appearance.

  5. Floating spores Small particles drift through the scene with natural Brownian motion.

  6. Animation loop A normalized time variable t cycles from 0 → 2π, ensuring the motion loops smoothly.

  7. Encoding Frames are passed into splv.Encoder, which writes them into the .splv video file.


Try it yourself

Install requirements first:

pip install spatialstudio numpy tqdm

Then copy this script into mushroom.py and run:

python mushroom.py

Full Script

import numpy as np
from spatialstudio import splv
from tqdm import tqdm

# Scene setup
SIZE, FPS, SECONDS = 128, 30, 8
FRAMES = FPS * SECONDS
CENTER_X = CENTER_Y = CENTER_Z = SIZE // 2
OUT_PATH = "../outputs/mushroom.splv"

# Mushroom settings
MUSHROOM_COUNT = 6
CAP_RADIUS_BASE = 12
STEM_HEIGHT = 20
SPORE_COUNT = 25

def add_voxel(volume, x, y, z, color):
    if 0 <= x < SIZE and 0 <= y < SIZE and 0 <= z < SIZE:
        volume[x, y, z, :3] = color
        volume[x, y, z, 3] = 255

def generate_mushroom_cap(volume, cx, cy, cz, color, radius, t, mushroom_id):
    for dx in range(-radius, radius+1):
        for dy in range(-3, 4):
            for dz in range(-radius, radius+1):
                # Create flattened sphere for cap
                dist_xz = np.sqrt(dx*dx + dz*dz)
                if dist_xz <= radius and abs(dy) <= 3:
                    # Add natural texture variation
                    texture = np.sin(dx*0.4 + dz*0.3 + t*0.2) * 0.15
                    brightness = 0.8 + texture
                    
                    # Add spots pattern
                    spot_pattern = np.sin(dx*0.8) * np.sin(dz*0.8) * np.sin(t*0.1 + mushroom_id)
                    if spot_pattern > 0.6:
                        brightness += 0.4
                    
                    final_color = tuple(min(255, int(c * brightness)) for c in color)
                    add_voxel(volume, cx+dx, cy+dy, cz+dz, final_color)

def generate_mushroom_stem(volume, cx, cy, cz, t, mushroom_id):
    stem_color = (222, 184, 135)  # Burlywood
    sway_x = np.sin(t * 1.2 + mushroom_id * 0.5) * 2
    sway_z = np.cos(t * 0.8 + mushroom_id * 0.3) * 1
    
    for i in range(STEM_HEIGHT):
        height_ratio = i / STEM_HEIGHT
        stem_x = cx + int(sway_x * height_ratio)
        stem_y = cy - 4 - i
        stem_z = cz + int(sway_z * height_ratio)
        
        # Create cylindrical stem with slight thickness variation
        thickness = 2 + int(np.sin(i * 0.3) * 0.5)
        for dx in range(-thickness, thickness+1):
            for dz in range(-thickness, thickness+1):
                if dx*dx + dz*dz <= thickness*thickness:
                    # Add stem texture
                    brightness = 0.9 + np.sin(i*0.2 + dx*0.1)*0.1
                    final_color = tuple(int(c * brightness) for c in stem_color)
                    add_voxel(volume, stem_x+dx, stem_y, stem_z+dz, final_color)

def generate_mushroom_glow(volume, cx, cy, cz, radius, t, mushroom_id):
    glow_color = (255, 255, 200)  # Soft yellow glow
    intensity = 0.7 + 0.3 * np.sin(t * 2.0 + mushroom_id * 0.7)
    
    for i in range(8):
        angle = (i / 8.0) * 2 * np.pi + t * 0.5
        gx = cx + int((radius * 0.7) * np.cos(angle))
        gz = cz + int((radius * 0.7) * np.sin(angle))
        gy = cy + 1
        
        if intensity > 0.5:  # Only show glow when intensity is high enough
            for dx in range(-1, 2):
                for dy in range(-1, 2):
                    for dz in range(-1, 2):
                        if dx*dx + dy*dy + dz*dz <= 2:
                            add_voxel(volume, gx+dx, gy+dy, gz+dz, glow_color)

def generate_floating_spores(volume, t):
    spore_color = (255, 255, 150)  # Light yellow
    np.random.seed(42)  # For consistent spore positions
    
    for i in range(SPORE_COUNT):
        # Each spore follows a unique path
        base_x = np.random.randint(20, SIZE-20)
        base_y = np.random.randint(40, SIZE-20)
        base_z = np.random.randint(20, SIZE-20)
        
        # Add floating motion
        offset_x = np.sin(t * 0.8 + i * 0.3) * 15
        offset_y = np.cos(t * 0.6 + i * 0.5) * 8
        offset_z = np.sin(t * 1.1 + i * 0.7) * 12
        
        spore_x = int(base_x + offset_x)
        spore_y = int(base_y + offset_y)
        spore_z = int(base_z + offset_z)
        
        # Fade spores in and out
        fade = 0.5 + 0.5 * np.sin(t * 1.5 + i * 0.4)
        if fade > 0.3:
            add_voxel(volume, spore_x, spore_y, spore_z, spore_color)

def generate_mushroom_grove(volume, t):
    mushroom_colors = [
        (220, 20, 60),    # Crimson
        (255, 69, 0),     # Red Orange
        (255, 140, 0),    # Dark Orange
        (184, 134, 11),   # Dark Goldenrod
        (128, 0, 128),    # Purple
        (75, 0, 130),     # Indigo
    ]
    
    for i in range(MUSHROOM_COUNT):
        # Arrange mushrooms in a natural cluster
        angle = (i / MUSHROOM_COUNT) * 2 * np.pi
        distance = 20 + 10 * np.sin(i * 0.8)
        
        mx = CENTER_X + int(distance * np.cos(angle))
        my = CENTER_Y + 10 + int(3 * np.sin(t * 0.5 + i * 0.2))  # Slight bobbing
        mz = CENTER_Z + int(distance * np.sin(angle))
        
        # Vary mushroom sizes
        radius = CAP_RADIUS_BASE + int(4 * np.sin(i * 0.6))
        color = mushroom_colors[i % len(mushroom_colors)]
        
        generate_mushroom_cap(volume, mx, my, mz, color, radius, t, i)
        generate_mushroom_stem(volume, mx, my, mz, t, i)
        generate_mushroom_glow(volume, mx, my, mz, radius, t, i)

def generate_scene(volume, t):
    generate_mushroom_grove(volume, t)
    generate_floating_spores(volume, t)

enc = splv.Encoder(SIZE, SIZE, SIZE, framerate=FPS, outputPath=OUT_PATH, motionVectors="off")

for frame in tqdm(range(FRAMES), desc="Growing mushroom grove"):
    volume = np.zeros((SIZE, SIZE, SIZE, 4), dtype=np.uint8)
    t = (frame / FRAMES) * 2*np.pi
    generate_scene(volume, t)
    enc.encode(splv.Frame(volume, lrAxis="x", udAxis="y", fbAxis="z"))

enc.finish()
print(f"Created {OUT_PATH}")

Next steps

  • Change MUSHROOM_COUNT to create a larger or smaller grove.
  • Modify mushroom_colors to experiment with different mushroom varieties.
  • Adjust SPORE_COUNT to make the scene more or less magical.
  • Add ground terrain by creating a textured base layer.
  • Experiment with different glow colors for bioluminescent effects.